Files
2026-04-22 15:51:07 +02:00

48 lines
1.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "WeaponHitNotifyAudioBank.generated.h"
class USoundBase;
UCLASS(Blueprintable)
class FORTNITEGAME_API UWeaponHitNotifyAudioBank : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundBody;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundCrit;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundShield;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundDeath;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundDeathCrit;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundBodyReceive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundCritReceive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundDeathReceive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundDeathCritReceive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundFallReceive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundFallDeathReceive;
UWeaponHitNotifyAudioBank();
};